世界のビデオゲーム市場(~2027年):ハードウェア別、ハードウェアプラットフォーム別、年齢層別、ゲーム種類別、ジャンル別、プラットフォーム種類別、ゲーマー種類別、地域別

【英語タイトル】Video Games Market Research Report by Hardware, Physical Platform, Age Group, Game Type, Genre, Platform Type, Gamer Type, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

360iResearchが出版した調査資料(360iR22DC723)・商品コード:360iR22DC723
・発行会社(調査会社):360iResearch
・発行日:2022年10月
・ページ数:259
・レポート言語:英語
・レポート形式:PDF
・納品方法:Eメール
・調査対象地域:グローバル
・産業分野:IT
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❖ レポートの概要 ❖

360iResearch社の調査レポートでは、世界のビデオゲーム市場規模が2021年の1,498.2億ドルから、2022年に1,691.0億ドルまで達すると予測しています。また今後、年平均13.12%成長し、2027年には3,140.0億ドルまで拡大する見通しです。本調査レポートでは、ビデオゲームの世界市場を調査・分析し、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、ハードウェア別(携帯用コンソール、静的コンソール)分析、ハードウェアプラットフォーム別(コンピューター、コンソール、スマートフォン、タブレット)分析、年齢別(10-20歳、21-35歳、36-50歳、51-60歳)分析、ゲーム種類別(アクション、冒険、アーケード、RPG、その他)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報などの項目を掲載しています。こちらの調査レポートではA4Tech Co., Ltd.、Activision Publishing, Inc.、Bluestack Systems, Inc.、Chukong Co, Inc.、Electronic Arts Inc.、Giant Interactive Group Inc.、Guillemot Corporation SA、Hk Hero Entertainment Co., Limited、Huya Inc.、Hyperkin、Kaneva, LLC、KongZhong Corporation、Mad Catz Global Limitedなどの企業情報が含まれています。
・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のビデオゲーム市場規模:ハードウェア別
- 携帯用コンソールの市場規模
- 静的コンソールの市場規模
・世界のビデオゲーム市場規模:ハードウェアプラットフォーム別
- コンピューター用ビデオゲームの市場規模
- コンソール用ビデオゲームの市場規模
- スマートフォン用ビデオゲームの市場規模
- タブレット用ビデオゲームの市場規模
・世界のビデオゲーム市場規模:年齢別
- 10-20歳における市場規模
- 21-35歳における市場規模
- 36-50歳における市場規模
- 51-60歳における市場規模
・世界のビデオゲーム市場規模:ゲーム種類別
- アクションビデオゲームの市場規模
- 冒険ビデオゲームの市場規模
- アーケードビデオゲームの市場規模
- RPGビデオゲームの市場規模
- その他ビデオゲームの市場規模
・世界のビデオゲーム市場規模:地域別
- 南北アメリカのビデオゲーム市場規模
アメリカのビデオゲーム市場規模
カナダのビデオゲーム市場規模
ブラジルのビデオゲーム市場規模
...
- アジア太平洋のビデオゲーム市場規模
日本のビデオゲーム市場規模
中国のビデオゲーム市場規模
インドのビデオゲーム市場規模
韓国のビデオゲーム市場規模
台湾のビデオゲーム市場規模
...
- ヨーロッパ/中東/アフリカのビデオゲーム市場規模
イギリスのビデオゲーム市場規模
ドイツのビデオゲーム市場規模
フランスのビデオゲーム市場規模
ロシアのビデオゲーム市場規模
...
- その他地域のビデオゲーム市場規模
・競争状況
・企業情報

The Global Video Games Market size was estimated at USD 149.82 billion in 2021 and expected to reach USD 169.10 billion in 2022, and is projected to grow at a CAGR 13.12% to reach USD 314.00 billion by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Video Games to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Hardware, the market was studied across Handheld Console and Static Console.

Based on Physical Platform, the market was studied across Computer, Console, Smartphone, and Tablet.

Based on Age Group, the market was studied across Age 10-20, Age 21-35, Age 36-50, and Age 51-65.

Based on Game Type, the market was studied across Action, Adventure, Arcade, Role-Playing Video Games, Sports, and Strategy.

Based on Genre, the market was studied across Action, Adventure, Racing, Role-Playing, Shooter, Sports, and Strategy.

Based on Platform Type, the market was studied across Offline and Online.

Based on Gamer Type, the market was studied across Casual and Extreme.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Video Games market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Video Games Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Video Games Market, including A4Tech Co., Ltd., Activision Publishing, Inc., Bluestack Systems, Inc., Chukong Co, Inc., Electronic Arts Inc., Giant Interactive Group Inc., Guillemot Corporation SA, Hk Hero Entertainment Co., Limited, Huya Inc., Hyperkin, Kaneva, LLC, KongZhong Corporation, Mad Catz Global Limited, Mad Head Limited, Microsoft Corporation, NetEase, Inc., Nintendo Co., Ltd, Nvidia Corporation, Panda TV, Perfect World, PlayJam Company, Sega Corporation, Shanda Interactive Games, Sony Corporation, Tencent Games, Valve Corporation, and Zeus Interactive Co., Ltd..

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Video Games Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Video Games Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Video Games Market?
4. What is the competitive strategic window for opportunities in the Global Video Games Market?
5. What are the technology trends and regulatory frameworks in the Global Video Games Market?
6. What is the market share of the leading vendors in the Global Video Games Market?
7. What modes and strategic moves are considered suitable for entering the Global Video Games Market?

❖ レポートの目次 ❖

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increasing Internet penetration and accessibility of online video games
5.1.1.2. High popularity of video games among teenagers
5.1.1.3. VR AR Technologies and real-time rendering in 3D graphics taking pace
5.1.2. Restraints
5.1.2.1. Increasing video game addiction among children
5.1.3. Opportunities
5.1.3.1. Advancements in gaming technology
5.1.3.2. Introduction of innovative video games
5.1.4. Challenges
5.1.4.1. Privacy concerns related to video games
5.2. Cumulative Impact of COVID-19

6. Video Games Market, by Hardware
6.1. Introduction
6.2. Handheld Console
6.3. Static Console

7. Video Games Market, by Physical Platform
7.1. Introduction
7.2. Computer
7.3. Console
7.4. Smartphone
7.5. Tablet

8. Video Games Market, by Age Group
8.1. Introduction
8.2. Age 10-20
8.3. Age 21-35
8.4. Age 36-50
8.5. Age 51-65

9. Video Games Market, by Game Type
9.1. Introduction
9.2. Action
9.3. Adventure
9.4. Arcade
9.5. Role-Playing Video Games
9.6. Sports
9.7. Strategy

10. Video Games Market, by Genre
10.1. Introduction
10.2. Action
10.3. Adventure
10.4. Racing
10.5. Role-Playing
10.6. Shooter
10.7. Sports
10.8. Strategy

11. Video Games Market, by Platform Type
11.1. Introduction
11.2. Offline
11.3. Online

12. Video Games Market, by Gamer Type
12.1. Introduction
12.2. Casual
12.3. Extreme

13. Americas Video Games Market
13.1. Introduction
13.2. Argentina
13.3. Brazil
13.4. Canada
13.5. Mexico
13.6. United States

14. Asia-Pacific Video Games Market
14.1. Introduction
14.2. Australia
14.3. China
14.4. India
14.5. Indonesia
14.6. Japan
14.7. Malaysia
14.8. Philippines
14.9. Singapore
14.10. South Korea
14.11. Taiwan
14.12. Thailand
14.13. Vietnam

15. Europe, Middle East & Africa Video Games Market
15.1. Introduction
15.2. Denmark
15.3. Egypt
15.4. Finland
15.5. France
15.6. Germany
15.7. Israel
15.8. Italy
15.9. Netherlands
15.10. Nigeria
15.11. Norway
15.12. Poland
15.13. Qatar
15.14. Russia
15.15. Saudi Arabia
15.16. South Africa
15.17. Spain
15.18. Sweden
15.19. Switzerland
15.20. Turkey
15.21. United Arab Emirates
15.22. United Kingdom

16. Competitive Landscape
16.1. FPNV Positioning Matrix
16.1.1. Quadrants
16.1.2. Business Strategy
16.1.3. Product Satisfaction
16.2. Market Ranking Analysis, By Key Player
16.3. Market Share Analysis, By Key Player
16.4. Competitive Scenario
16.4.1. Merger & Acquisition
16.4.2. Agreement, Collaboration, & Partnership
16.4.3. New Product Launch & Enhancement
16.4.4. Investment & Funding
16.4.5. Award, Recognition, & Expansion

17. Company Usability Profiles
17.1. A4Tech Co., Ltd.
17.1.1. Business Overview
17.1.2. Key Executives
17.1.3. Product & Services
17.2. Activision Publishing, Inc.
17.2.1. Business Overview
17.2.2. Key Executives
17.2.3. Product & Services
17.3. Bluestack Systems, Inc.
17.3.1. Business Overview
17.3.2. Key Executives
17.3.3. Product & Services
17.4. Chukong Co, Inc.
17.4.1. Business Overview
17.4.2. Key Executives
17.4.3. Product & Services
17.5. Electronic Arts Inc.
17.5.1. Business Overview
17.5.2. Key Executives
17.5.3. Product & Services
17.6. Giant Interactive Group Inc.
17.6.1. Business Overview
17.6.2. Key Executives
17.6.3. Product & Services
17.7. Guillemot Corporation SA
17.7.1. Business Overview
17.7.2. Key Executives
17.7.3. Product & Services
17.8. Hk Hero Entertainment Co., Limited
17.8.1. Business Overview
17.8.2. Key Executives
17.8.3. Product & Services
17.9. Huya Inc.
17.9.1. Business Overview
17.9.2. Key Executives
17.9.3. Product & Services
17.10. Hyperkin
17.10.1. Business Overview
17.10.2. Key Executives
17.10.3. Product & Services
17.11. Kaneva, LLC
17.11.1. Business Overview
17.11.2. Key Executives
17.11.3. Product & Services
17.12. KongZhong Corporation
17.12.1. Business Overview
17.12.2. Key Executives
17.12.3. Product & Services
17.13. Mad Catz Global Limited
17.13.1. Business Overview
17.13.2. Key Executives
17.13.3. Product & Services
17.14. Mad Head Limited
17.14.1. Business Overview
17.14.2. Key Executives
17.14.3. Product & Services
17.15. Microsoft Corporation
17.15.1. Business Overview
17.15.2. Key Executives
17.15.3. Product & Services
17.16. NetEase, Inc.
17.16.1. Business Overview
17.16.2. Key Executives
17.16.3. Product & Services
17.17. Nintendo Co., Ltd
17.17.1. Business Overview
17.17.2. Key Executives
17.17.3. Product & Services
17.18. Nvidia Corporation
17.18.1. Business Overview
17.18.2. Key Executives
17.18.3. Product & Services
17.19. Panda TV
17.19.1. Business Overview
17.19.2. Key Executives
17.19.3. Product & Services
17.20. Perfect World
17.20.1. Business Overview
17.20.2. Key Executives
17.20.3. Product & Services
17.21. PlayJam Company
17.21.1. Business Overview
17.21.2. Key Executives
17.21.3. Product & Services
17.22. Sega Corporation
17.22.1. Business Overview
17.22.2. Key Executives
17.22.3. Product & Services
17.23. Shanda Interactive Games
17.23.1. Business Overview
17.23.2. Key Executives
17.23.3. Product & Services
17.24. Sony Corporation
17.24.1. Business Overview
17.24.2. Key Executives
17.24.3. Product & Services
17.25. Tencent Games
17.25.1. Business Overview
17.25.2. Key Executives
17.25.3. Product & Services
17.26. Valve Corporation
17.26.1. Business Overview
17.26.2. Key Executives
17.26.3. Product & Services
17.27. Zeus Interactive Co., Ltd.
17.27.1. Business Overview
17.27.2. Key Executives
17.27.3. Product & Services

18. Appendix
18.1. Discussion Guide
18.2. License & Pricing



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